Jump to content
Xtreme .Net Talk

Recommended Posts

Posted

[source]
#include "stdafx.h"
#include <windows.h>
#include <windowsx.h>
#include <d3d9.h>

// define the screen resolution and keyboard macros
#define SCREEN_WIDTH  640
#define SCREEN_HEIGHT 480
#define KEY_DOWN(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 1 : 0)
#define KEY_UP(vk_code) ((GetAsyncKeyState(vk_code) & 0x8000) ? 0 : 1)

// include the Direct3D Library file
#pragma comment (lib, "d3d9.lib")

// global declarations
LPDIRECT3D9 d3d; // the pointer to our Direct3D interface
LPDIRECT3DDEVICE9 d3ddev; // the pointer to the device class

// function prototypes
void initD3D(HWND hWnd); // sets up and initializes Direct3D
void render_frame(void); // renders a single frame
void cleanD3D(void); // closes Direct3D and releases memory

// the WindowProc function prototype
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);


// the entry point for any Windows program
int WINAPI WinMain(HINSTANCE hInstance,
                  HINSTANCE hPrevInstance,
                  LPSTR lpCmdLine,
                  int nCmdShow)
{
   HWND hWnd;
   WNDCLASSEX wc;

   ZeroMemory(&wc, sizeof(WNDCLASSEX));

   wc.cbSize = sizeof(WNDCLASSEX);
   wc.style = CS_HREDRAW | CS_VREDRAW;
   wc.lpfnWndProc = (WNDPROC)WindowProc;
   wc.hInstance = hInstance;
   wc.hCursor = LoadCursor(NULL, IDC_ARROW);
   // wc.hbrBackground = (HBRUSH)COLOR_WINDOW;    // not needed any more
   wc.lpszClassName = L"WindowClass";

   RegisterClassEx(&wc);

   hWnd = CreateWindowEx(NULL,
                         "WindowClass",
                         "Our Direct3D Program",
                         WS_EX_TOPMOST | WS_POPUP,    // fullscreen values
                         0, 0,    // the starting x and y positions should be 0
                         SCREEN_WIDTH, SCREEN_HEIGHT,    // set the window to 640 x 480
                         NULL,
                         NULL,
                         hInstance,
                         NULL);

   ShowWindow(hWnd, nCmdShow);

   // set up and initialize Direct3D
   initD3D(hWnd);

   // enter the main loop:

   MSG msg;

   while(TRUE)
   {
       DWORD starting_point = GetTickCount();

       if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE))
       {
           if (msg.message == WM_QUIT)
               break;

           TranslateMessage(&msg);
           DispatchMessage(&msg);
       }

       render_frame();

       // check the 'escape' key
       if(KEY_DOWN(VK_ESCAPE))
           PostMessage(hWnd, WM_DESTROY, 0, 0);

       while ((GetTickCount() - starting_point) < 25);
   }

   // clean up DirectX and COM
   cleanD3D();

   return msg.wParam;
}


// this is the main message handler for the program
LRESULT CALLBACK WindowProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
   switch(message)
   {
       case WM_DESTROY:
           {
               PostQuitMessage(0);
               return 0;
           } break;
   }

   return DefWindowProc (hWnd, message, wParam, lParam);
}


// this function initializes and prepares Direct3D for use
void initD3D(HWND hWnd)
{
   d3d = Direct3DCreate9(D3D_SDK_VERSION); // create the Direct3D interface

   D3DPRESENT_PARAMETERS d3dpp; // create a struct to hold various device information

   ZeroMemory(&d3dpp, sizeof(d3dpp));    // clear out the struct for use
   d3dpp.Windowed = FALSE;    // program fullscreen, not windowed
   d3dpp.SwapEffect = D3DSWAPEFFECT_DISCARD;    // discard old frames
   d3dpp.hDeviceWindow = hWnd;    // set the window to be used by Direct3D
   d3dpp.BackBufferFormat = D3DFMT_X8R8G8B8;    // set the back buffer format to 32-bit
   d3dpp.BackBufferWidth = SCREEN_WIDTH;    // set the width of the buffer
   d3dpp.BackBufferHeight = SCREEN_HEIGHT;    // set the height of the buffer


   // create a device class using this information and the info from the d3dpp stuct
   d3d->CreateDevice(D3DADAPTER_DEFAULT,
                     D3DDEVTYPE_HAL,
                     hWnd,
                     D3DCREATE_SOFTWARE_VERTEXPROCESSING,
                     &d3dpp,
                     &d3ddev);

   return;
}


// this is the function used to render a single frame
void render_frame(void)
{
   // clear the window to a deep blue
   d3ddev->Clear(0, NULL, D3DCLEAR_TARGET, D3DCOLOR_XRGB(0, 40, 100), 1.0f, 0);

   d3ddev->BeginScene();    // begins the 3D scene

   // do 3D rendering on the back buffer here

   d3ddev->EndScene();    // ends the 3D scene

   d3ddev->Present(NULL, NULL, NULL, NULL);   // displays the created frame on the screen

   return;
}


// this is the function that cleans up Direct3D and COM
void cleanD3D(void)
{
   d3ddev->Release(); // close and release the 3D device
   d3d->Release(); // close and release Direct3D

   return;
}

[/source]

I'm getting following error with the above code

 

Compiling...

DX.cpp

Linking...

..\Program Files\Microsoft DirectX SDK (November 2007)\Lib\x64\d3d9.lib : fatal error LNK1113: invalid machine type

Error executing link.exe.

 

DX.exe - 1 error(s), 0 warning(s)

I have included "lib and include directx directories" in the project.

Pls tell me abt this error and how to correct it.

 

Any help will be appreciated

Posted
it looks like you referenced the x64 Direct X libraries -- are you on a windows 64bit machine?

~Nate�

___________________________________________

Please use the [vb]/[cs] tags on posted code.

Please post solutions you find somewhere else.

Follow me on Twitter here.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...